I don't disagree. I actually don't like the combat in GW 2 nearly as much as the original GW. I understand they were trying for more depth, but it feels a bit clunky sometimes and fighting in tight spaces as you mentioned causes issues. I feel the same though about the texture clipping when changing levels sometimes, most notably I saw in the stairway going to fight Big Nose Ted for the first time, running up and down the stairs in that Tavern was a graphical nightmare.It's very apparent that the dodge mechanic wasn't well thought out when you encounter bosses / dungeons like ascalon catacombs.
In general, melee fighting is a bit rough on the edges. Your character's auto attack (the "1" skill) tends to interfere a lot with your positioning. Your character likes to bounce back and forth for the sake of the animation. Rolling around to avoid attacks is extremely non rewarding for melee and is very hit or miss.
The "unique combat" for ranged classes boils down to circle strafing and rolling away. This isn't 'unique'. It's barely considered a departure from a game like WOW.
The real issue rears its ugly head for prolonged fights (bosses and packs in ascalon catacombs). There are a lot of attacks that either happen instantly (if you dodge it you basically got lucky) or happen so frequently it undermines the idea of rolling out of attacks. For example, the ranger mobs in ascalon catacombs. There's nothing you can really do about the ranger's auto attacks. You end up just zerging them without a lot of depth in the action. This ends up being true for just about every mob in there. If you die, just do your thing in downed state or let someone res you... or better yet just graveyard zerg since that's perfectly viable apparently.
Basically there's no real innovation beyond typical MMORPG's. It's certainly not the action RPG gameplay they seemed to have convinced everyone it was going to be. Games like Tera and Vindictus are most certainly much better examples.